Updating some 3d models for ground vehicles
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@Mike-0 thank you very much , i’m trying to work to optimize the 3D models even more, even if the desire to add details and make 10 million triangles is enormous XD
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@Betto Hello, Thank you for your explanation ! wish you all the best !
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@Betto Man… you are good! I give you that…
See… with this Gepard you are “half way” to Leopard 1 (same chassi)
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@VDK the Leo will be next after the almost finished artillery that I’m finishing
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@Betto Fantastic work, well done !
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@Betto TONK… for good luck!
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And here is the new vehicle just “completed”, the Panzerhaubitze 2000, made up of 21k triangles and as you can see it is the first vehicle in which I am experimenting with bump textures, it is not painted and has no details yet but I think it is a good result for a first try , everything else will come with more experience in the world of texturing, I hope you like it!
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@Betto Can you explain a bit your development process?
It seems that part of your models are low poly and other are higher…
I’m a bit confused about your artistic touch, between the first PT76 and and the last one, there is a clear difference of artistic choices.Would be interesting to understand what is your goal in terms of 3D.
Cheers
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@MaxWaldorf Hi! certainly and I am aware of this, I was not aware of the requests for the number of triangles required for a ground vehicle for Falcon, now I know that the maximum is 50k at least from the table @okayasugf showed me, considering this the first 2 models (pt76 and m60 ) abruptly exceeded 50k given that pt76 alone was 6 million. I therefore decided to try to stay as low as possible with this number. Obviously from 20k to 50k there is ample room for improvement, we can do much better
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@Betto wow…
If the goal is to integrate into BMS, why would we retrain ourselves to such low poly?@okayasugf please don’t restrain people from going into proper quality (even if we lower quality afterward)…
Only coders can really state what should be the limits of the engine.
We can manage easily models impacts by lods and distance…
We can largely afford 100k (which is a decent quality)Cheers
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@MaxWaldorf @okayasugf he was very kind and it’s obviously not his fault, but he was definitely right to say to reduce the triangles since 6 million were definitely too many XD
if you wanna discuss this we can talk on discord for more information at least I have more clarity on what to do cheers mate -
@MaxWaldorf hi max, just to let you know
@I-Hawk said in Updating some 3d models for ground vehicles:
Very nice work!
39K tris is a pretty much a lot for a ground vehicle in BMS, but if it can be optimized a bit and of course come with an aggressive tris reduction for lower LODs, it can be practical to include it in BMS DB. Thanx for the work!so im just going off on what our coders have stated, including the BMS Blender Plugin Manual.
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@okayasugf ok then I don’t agree with @I-Hawk I find the quality under 50k very restrictive…
I think memory can be saved by better using LOD and distances properly…
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My ZTZ-96 was 60k… Looks decent for BMS.
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@Radium fine so i can go up to 60k
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@Betto it’s more a question of global render than a formal tri limit. For example, a 60k M106 wouldn’t be smart… a 80k MRAP may be…
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@Betto Regarding tris count, let’s use the Radium suggested level of ~60K tris as base, and possibly add more if necessary (let’s agree that 100K is the top top limit for a ground vehicle in BMS).
But there is one very important thing to keep in mind:
LODing must be efficient and pretty aggressive. When I say aggressive I’m talking mostly about distance. While flying, unless you are doing some external views sight-seeing, most of the time ground vehicles will be seen via the TGP or Maverick IR screen, and ranges will be relatively high (a couple of NMs), so at those situations the models should be efficient and match the necessary visual details (Mostly general shape and bold details). -
@I-Hawk TGP and WPNcam use LOD’s or they just load LOD0?
I mean u are already far away like 20 to 12 NM or 6NM so normally it should be last LOD which I don’t think is the case.
I might be wrong though… -
Hi guys, I’m completing the Leopard 1 with a higher level of texture and details with 70k triangles and a nice LOD, I must say that the work is really cool even if I’m having difficulties on some textures that are definitely going crazy due to my mistake, expect updates or photos in the next few days see ya!
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@Arty said in Updating some 3d models for ground vehicles:
@I-Hawk TGP and WPNcam use LOD’s or they just load LOD0?
I mean u are already far away like 20 to 12 NM or 6NM so normally it should be last LOD which I don’t think is the case.
I might be wrong though…TGP and IR renders are same EXACTLY as OTW render, so of course LODs are used, when you zoom in, the LODs will act accordingly, just like with the OTW view